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42 docs tagged with "Attacker/Defender"

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103. Scripts of Sigmar

Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.

105. The Caravan

Guard or plunder a caravan of gold before it gets to the other side.

109. The Wizard's Tower

Your warband is peacefully making their way through the city to a Wyrdstone deposit when they are set upon be a rival warband. They have no choice but to fight their way through them to get to the Wyrdstone.

21. Surrounded

Sewers. Defender must escape from centre of sewer network.

23. Stake-Out

Sneaky attackers must kill the leader of the startled defenders. Defenders' leader must escape from table.

25. The Script of Sigmar

Witch Hunters vs. Sisters of Sigmar. Two linked scenarios involving burgling the Sisters' Abbey.

26. That's All Mine

Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.

36. Mule Train

The good guys try to lead the mule train along a country road while the bad guys try to steal them.

44. Defend the Oasis

Attackers must get more men within 6" of a well than the defenders. Defenders must cause a rout test.

47. Burn the Witches

Set in a huge temple which burns to the ground during the battle. Defender's Heroes must carry three relics from the temple. Attackers must stop them.

51. In The Dead Of The Night

Set in Mordheim’s Cemetery of Saint Voller. Graveyard battle with Undead warband, half is which is unavailable, as the defenders.

57. Lost In The Bogs

An Empire In Flames scenario. Highest rated warband is lost & must be deployed spread out.

58. Stagecoash Ambush

An Empire In Flames scenario. Defenders on horseback must protect a stagecoach from mounted attackers.

64. Encampment Raid

Attackers attempt to take the defenders’ camp. Plays as Defend The Find except the defenders have a number of advantages due to being on home turf.

79. The Watchtower

Half of the defending warband starts on or near a well-defended central tower (with special rules to reflect this).

82. Stop Thief!

Defenders must protect Halfling Thief HS (featured In this issue) from attacking warband.

83. Hunt the Heretic

Four members of the defenders’ warband attempt to protect a tooled-up Warlock HS from the attackers plus an accompanying Witch Hunter Captain.

84. River Watch

Attackers at the south side must smuggle some loot across a east-west flowing river at night and get 25% of their band off the north edge.

89. Ambush

Some more devious gangs use the element of surprise as a safer alternative to a drawn out battle of attrition. These gangs are often smaller than their rivals and use the surprise to their advantage.

90. Ambush

One warband is on the way back to their encampment with the wyrdstone they found in the ruins when suddenly they are surrounded.

96. It's all MINE!!

Attackers blow up a mine using gunpowder rules from Archive Pestilens (shamefully not described in the magazine) amid some random zombie shenanigans.

97. Raid

Attack on warband's camp. Defender in centre, attacker on edges.

98. Raids

Bad warband vs. townsfolk; Raid a village for loot & slaves.

99. Rawhide

Get a wagon train across the board using wagon rules from Wyrdstone Archive while your opponent tries to stop you.